Commit graph

373 commits

Author SHA1 Message Date
doofus-01
937d5cbd9e
1.18 Peasant animations (#8194)
* add peasant death anim

* N/S directional peasant attack frames

* update copyrights
2024-01-07 12:10:57 -08:00
doofus-01
50a21a2c6c
1.18 - Some loyalist animation updates (#7999)
* some Swordsman anim updates

* simple breeze anim for Cavalier

* breeze anim for paladin

* dragoon xbow anim

* fixes #7257

* update copyrights.csv
2023-10-29 17:45:09 -07:00
newfrenchy83
a17369597c
give to abilitie support of halo or overlay (#7856)
give abilities support of halo or overlay so that the unit benefits from a second halo or overlay when conditions are matched

One of the things that bothers me is the permanent character of the halos of the Mage of Light and other units with the "illuminates" ability, which forces them to program only a permanent illumination applied only to the possessor of the ability.

Adding the halo attribute to ability does not change anything about the behavior of the unit, but can be used in several cases:

1 allowing the use of ""illuminates" whose activity would be variable, in this case encoding the halo in [illuminates] ability and not in the unit_type allows to modulate the appearance of the halo under the same conditions

2. Applying illumination to adjacent units, I know it's pretty cheesy but a set developer might consider it easier if the hlo display follows the same logic.

3 The halo used to illustrate the possession in the unit of a special weapon used as leadership, the halo would be used to raise the possessor of the ability.

for overlay, same logic for illustrate possession of a special weapon used as leadership, or influence on student

with the "halo_image" attribute, it is now possible to give Sun Sylph units an illumination ability with an activity depending on the incarnate sun attack instead of giving the ability and the halo via obect and therefore allowing the player to have access to the description of the ability even when it is inactive.
2023-09-25 11:06:41 -05:00
Hejnewar
36822eca3f
Miscellaneous units changes (mostly) 2023-09-16 19:55:28 +02:00
Hejnewar
07a64d4603
Arcane Resistances Rework
The basis for this rework is lowering the extremes in acrance resistances between units and factions. That allows for more free usage of arcane damage and helps with balance of games in which high levels are way more frequent than in standard default 1v1 or 2v2.
2023-08-17 14:25:59 +02:00
Hejnewar
320c4706a7
Balance for Knalgan Alliance 1.18 2023-07-16 00:20:46 +02:00
Hejnewar
51bb130919
Balance for Loyalists 1.18 2023-07-16 00:20:12 +02:00
doofus-01
8e38cfd01a
1.17 some random Loyalists sprite updates (#7208)
* Spearman update

* Grand Knight update

* Cavalryman update

* General update
2022-12-25 21:12:18 -08:00
doofus-01
be14c5ab35
1.17 Loyalist sprite updates (#6803)
* update swordsman sprite and anims

* update royal guard sprite and anims

* update pikeman sprite and anims

* update lieutenant sprite and anims

* update sergeant sprite and anims

* update halberdier sprite and anims
2022-07-10 18:03:11 -07:00
Tahsin Jahin Khalid
1ef94ce7e3 units/javelineer: add missing special notes 2022-06-27 23:34:08 -05:00
doofus-01
0937ba5ffd
1.17 some horseman line standing animations (#6747)
* horseman breeze animation

* knight breeze animation

* lancer breeze anim
2022-06-05 15:09:35 -07:00
Pentarctagon
9bfd432abe Update image pages for webp extension. 2022-04-30 14:23:32 -05:00
Steve Cotton
18a234594a Remove a leading space from the Silver Mage's [special_note]
The strings in special-notes.cfg don't have a leading space,
and this one causes a warning in poedit.
2021-08-16 11:02:24 +02:00
Steve Cotton
0fdf52058b Support [movetype][special_note] and [language]special_note_damage_type_*
Refactor special notes for abilities, attack types, movetypes and weapon specials

An easier way of setting special notes in the most common use-cases. Text given
in the following attributes will be collected and added to the special notes
for units and unit types (some of these were added in the previous commit):

* [ability tag name]special_note=
* [language]special_note_damage_type_TYPE=
* [movetype][special_note]note=
* [attack][specials][special tag name]special_note=

It's no longer necessary to put these notes in each unit_type's .cfg file, and
the macros for doing so are now deprecated.

C++ changes
-----

Simplify both unit_type::special_notes and unit::unit_special_notes. Add
utils::stable_unique, similar to std::unique but accepts non-ordered input and
preserves the order in the output.

Remove unit_type::has_special_notes() - callers can instead call
special_notes() and then check if the returned vector is empty, which removes
the need for duplicating code in unit_type.

Trade-off: the new [language]special_note_damage_type_TYPE is likely deprecated in 1.19.
-----

Adding [language]special_note_damage_type_TYPE= uses the same existing design
as [language]type_TYPE=, however both are hacks that don't fit the general
style of WML. It could be better to define a new [damage_type] tag that
supercedes both and also provides a place for specifying the damage icon;
however that won't be done in time for the API freeze for 1.16.

Doing it in the way that this commit does it is a hack, but it's one where
replacing it with the better solution in 1.18 will affect very few UMCs (only
those that define additional damage types). Even in the UMCs that would be
affected, it would likely only be a few changes in a single central file.

Trade-off: NOTE_DEFENSE_CAP is not auto-added
-----

It might be better to auto-add NOTE_DEFENSE_CAP when movetype.cpp detects that
the type has capped values. However as NOTE_SPIRIT already requires
[movetype][special_note], it's simple to use the same mechanism. If we decide
to change it to being auto-added, the current commit greatly reduces the number
of places that would need to change again, as it's now in the [movetype]
instead of the many [unit_type]s using that movetype.
2021-06-01 14:29:57 +02:00
Celtic Minstrel
3568b5ff66 An easier way of setting special notes in the most common use-case (abilities and weapon specials)
Rebased version of e6c58fc35c, with merge conflicts resolved.
2021-06-01 14:29:57 +02:00
Andrey Bienkowski
5d344526b0
Fix several typos in wml (#5525)
* Fix month typo and add months to dictionary

* typo s/cuttle fish/cuttlefish/

The phrase "cuttle fish" is not in wiktionary.org. The unit id used in WML is left as-is ("Cuttle Fish").

* typo s/carvans/caravans/

* add spelling ol’; fix typo s/ol/ol’/

* fix typo s/alloting/allotting/

* Typo? s/movepoints/movement points/

* Typo s/critized/criticized/

* Typo: s/un-life/unlife/

* DW: typo: s/veterens/veterans/

* SoF: typo: s/fulfil/fulfill/

* SoF typo: s/Thursagen/Thursagan/

* SotA typo: s/permanantly/permanently/

* SotA: possible typo s/Rastaban/Ras-Tabahn/

* THoT: typo s/Aiglondor/Aiglondur/

* Use a typographic-style quotation mark

* Undo month name change

* Change spelling un-life -> unlife
2021-02-10 10:23:12 +01:00
doofus-01
9229600b72
Sprite work (#5417)
* units - north facing bowman and troll whelp

* units - north facing standing and defense frames for dunefolk skirmisher

* units - defense and (half-hearted) dagger attack anims (SE) for poacher

* units - update footpad sprite (SE-only)

* ran wmlindent
2021-01-24 16:56:33 -08:00
doofus-01
41b2030113
Revise the bobbing animation convention (#5388)
This shifts many bobbing animations to only run if the unit HP falls below a certain point.  Bobbing animations are a subset of standing animation, it is a case-by-case decision whether an animation should fall into this category or even be affected by this change.

Also in this:

* add wounded filter to STANDARD_IDLE_FILTER

* unit sprites - update orcish grunt and heaving anim

* units - north-facing sprites for orcish grunt
2020-12-28 10:43:21 -08:00
Hejnewar
2a1a385478
Balance update (#5289)
Dune Rider xp changed from 42 to 47.
Sunderer line dodge on hills changed form 60% to 50%.
Scorcher gold cost changed from 23 to 25.
Dragoon gold cost changed from 27 to 28.
Elvish Rider gold cost changed form 32 to 28.
2020-11-19 22:33:00 -06:00
Lordbob
b627855e72
Linked new profile picture 2020-09-06 22:38:36 +02:00
Hejnewar
525dd2ecd9 Balance changes 2020-08-04 19:35:55 +02:00
ghype
dfefa052ae
Units - New Poacher & Trapper (ranged) Sprites/Animations (#4878)
these are the ranged attack/defense animation form jetrels new poacher sprite
* new poacher animation
* new trapper animation
2020-05-23 17:55:20 -07:00
Gunter Labes
b574dd9abc
Fix image file name 2020-04-09 19:30:02 +02:00
gfgtdf
c207eeb899 remove last two cases of extra_defines
this converts the optional grand marsal advancement to the
[modify_unit_type] syntax.

Also with this the core cfg files no longer depend on other
macros except EDITOR and the difficulty macros so we could
(if we wanted) optmize it to not load this part of the cfg
again for each campaign.
2020-03-12 19:15:17 +01:00
Hejnewar
11dcfe14a7
AoH balancing changes 2020-02-25 00:33:02 +01:00
Elvish_Hunter
22f55f0ab7 Removed some wmllint magic comments that aren't needed anymore 2020-01-27 20:49:24 +01:00
nemaara
d4c4a3874e Add new death standing and idle animations 2019-11-02 11:48:33 -04:00
josteph
74589a642c Fixes from SpellingMistakes 2019-10-19 21:32:24 +00:00
josteph
7f96d1f288 units: Add custom [special_note]s. 2019-10-19 02:56:43 +00:00
josteph
e285a2c530 Silver Mage: Convert special note to new syntax
See #4480 for the leading space.
2019-10-18 00:30:27 +00:00
Celtic Minstrel
c0210efb6d Move all core units to the new special notes system 2019-09-12 08:51:05 -04:00
FranPrin
4819846910 Dunefolk faction rework by various people
Changelog provided by @ghype below. Additional credits at the end.
=================================================================================================

*Art*
Most of units were reworked - some more some less - but our goal was to make them fit for mainline all together.
If any changes are needed to any unit, then we gladly execute those. There have been months worth of progress
documented in the according art thread for this project.

Base Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49075
Extra Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49625

*Balance*
The main reason why this project started in the first place. Here as well we have all the progress for balancing
Dunefolk documented and all developers and users interested in this project and seemed to agree on the current
state of balance. Thats the reason why we will not enlist all the changes here. If there are any problems with
the balance, then we too are willing to provide alternatives that can be discussed either here or on forum.

Balance Thread: https://forums.wesnoth.org/viewtopic.php?f=15&t=49627

*Alignment*
The balance of this faction was based on the newly proposed liminal alignment which works as +0/+0/+25/+0/+0/+25
instead of the old -25/-25/+0/-25/-25/+0

*Weapon Portraits*
As Dunefolk features entirely new units, we found some weapon portraits that fits the attacks of certain units.
The portrait - called „blade-curved“ is a franken but a convincing one. As the current blow pipe for UtbS is a
franken as well, this new weapon portrait should good enough to be mainlined as well. If this request get’s denied,
then we are free to provide alternatives as well. It just fits very well the theme of exotic Naga weapon
craftsmanship without relying on the orcish theme. It used for the following two units:

Lv2 Naga Bladewhirler
Lv3 Naga Dervish

*Descriptions*
New unit concepts require changes and new units require entirely new descriptions. We enlisted all problems and
inconsistencies that resulted with the rework and provided either solutions for them or new descriptions. Yumi
already started doing them but for those who want to see the initial conflicts, here you can find all the problems
displayed:

Unit Descriptions: https://forums.wesnoth.org/viewtopic.php?f=32&t=49867#p642698

*Female Dunefolk Names*
With the introduction of female units to this faction, we would require female names as well. Apparently this was
already coded in mainline, but simple not used.

*Future Plans - Animations*
There are some recourses from past works that allow us to - more or less - easily animate most of Dunefolk units.
The animations range from idle to attack-only, while other units will be fully animated. Some of the units that
are harder to animate will first receive single attack/defend frames until animation concepts were agreed upon.
Our goal is to make Dunefolk as alive as possible.

*Future Plans - Theme, Sound FX*
Rather unimportant to most people but I am interested to add some new sound fx that can start with different hit/death
sounds or new weapon sounds for scimitars. Those are just example and I do not know what I will end up with. But I know
that I will compose a Dunefolk Theme at some point. Using your feedback, I am sure I can manage to create something that
fits the faction the best.

*Future Plans - Wyvern Rider*
This is the only unit is the only one that did not get touched or reworked. The wyvern on it self looks amazing an does
not need any rework but the rider does not really fit thematically anymore, not to mention the weapon is too oversized
and not the usual Wesnoth style. But I won’t touch this sprite until it actually will be needed, most likely - IF -
there is ever going to be a mainline Dunefolk campaign.

*Credits*
I don’t know how detailed you need this to be but here all contributors.
ghype, Hejnewar, Krogen, The_Gnat, Lordlewis, EarthCake, Tom_Of_Wesnoth

It is however important to mention that the amount of contributions of each varies a lot in different categories. I will
organise it a bit and you make use of this info how ever you want. The names are in order of the amount of work put in.

Art: ghype, The_Gnat, Lordlewis
Balance: Hejnewar, Krogen, ghype, The_Gnat
Descriptions: Tom_Of_Wesnoth, Hejnewar

Earthcake joined us in the end and helped us finishing this project by cleaning/finishing the codes and doing all the git
stuff together with The_Gnat. Although none of his work can be categorised in one of the three categories, he still deserves
to be credit in one way or another.

Thanks for your time and efforts.
2019-08-11 07:02:58 +11:00
doofus-01
915cdf93b7 some basic animations - forwardporting PR#3896 2019-02-25 10:19:41 +11:00
doofus-01
ff4821841a peasant attack animations
(cherry-picked from commit 3f3e13c0b4)
2018-10-07 03:22:32 +00:00
doofus-01
037f515e41 change ruffian attack anim timings
(cherry-picked from commit c398a8fa86)
2018-10-07 03:22:32 +00:00
Charles Dang
c07063a85c Further tweaks to Heavy Infantryman attack animation
[ci skip]

* Adjusted timings
* Disabled automatic sliding
2018-03-15 19:45:09 +11:00
Charles Dang
31a0a19d2e New Heavy Infantryman attack animation by Zoomo
[ci skip]

https://forums.wesnoth.org/viewtopic.php?p=624673#p624673

Images were edited to fix the shadow color. Frame 1 was also removed, since it was
the same as the baseframe.

All frames were also resized to better center the sprite on the hex.
2018-03-14 12:04:35 +11:00
Charles Dang
471c9e876a Addressed a large chunk of the whitespace issues from #2613
[ci skip]
2018-03-09 11:37:00 +11:00
Charles Dang
a2653980b7 Core: wmlindent pass
[ci skip]
2017-09-12 19:52:10 +11:00
Severin Glöckner
c338d6788a two cases of cut portraits
[ci skip]
2017-09-07 02:07:44 +02:00
Richard Kettering
c784cdb603 Animation markup for the new knight frames. 2017-08-20 23:37:52 -05:00
Severin Glöckner
f3071815fc fixup 6357025 2017-06-28 19:23:58 +02:00
Severin Glöckner
6357025cc6 renamed outlaw assassin's & rogue's weapon name to match the orcish assassin's one 2017-06-28 18:14:13 +02:00
Shiki
1c0d5eb943 changed weapon name= key to flail, like it is for the shock trooper (#959)
[ci skip]
2017-03-18 17:38:44 -04:00
ln-zookeeper
0219433aee New sprite and animations for Royal Warrior by doofus-01 2017-03-13 13:09:20 +02:00
Severin Glöckner
fe6c5ef2a8 weapon name changes
units using flails, maces or morningstars use the correct name and icon for it
many khalifate units use swords instead of longswords
shield is now called shield bash
2017-02-26 19:49:36 +02:00
Celtic Minstrel
d1e853bc68 Tweak (mostly reduce) prices of several high-level units
Thanks to The_Gnat for the suggestions:
<https://forums.wesnoth.org/viewtopic.php?p=607792#p607792>
2017-02-11 20:35:41 -05:00
Jyrki Vesterinen
a71e2c7cd0 Fix character encoding of Loyalist_Lieutenant.cfg 2016-11-15 22:38:57 +02:00
Lari Nieminen
929093b4e7 Gyra_Solune's unit description updates (#743)
* Updated unit descriptions for the Orcish Grunt line

* Updated unit descriptions for the Merman Fighter line

* Updated unit descriptions for the Sergeant, Lieutenant and General

* Updated unit description for the Peasant

* Updated unit description for the Royal Warrior

* Updated unit description for Ancient Lich

* Updated unit description for Dwarvish Steelclad
2016-11-15 19:34:04 +02:00
Charles Dang
d27ff57682 New baseframes and animations for the Heavy Infantryman line
Baseframes by Sleepwalker
https://forums.wesnoth.org/viewtopic.php?p=508533#p508533 (I believe)

Animations by Vyncyn
https://forums.wesnoth.org/viewtopic.php?p=601163#p601163
2016-08-27 02:41:03 +11:00